three实现三维边框小球旋转故障闪烁动画效果代码
代码语言:html
所属分类:三维
代码描述:three实现三维边框小球旋转故障闪烁动画效果代码
代码标签: three 三维 边框 小球 旋转 故障 闪烁 动画
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en" > <head> <meta charset="UTF-8"> <style> html, body { padding: 0; margin: 0; width: 100%; height: 100%; overflow: hidden; } h1 { color: white; font-family: VT323; position: absolute; top: 70vh; left: 50vw; font-weight: normal; text-transform: uppercase; letter-spacing: 0.3em; width: 100%; transform: translate(-50%, -50%); font-size: 12px; text-align: center; } </style> </head> <body> <!-- partial:index.partial.html --> <h1>// Scanning your memories...</h1> <!-- partial --> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.84.js"></script> <script > function buildScene() { var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); var renderer = new THREE.WebGLRenderer(); var composer = new THREE.EffectComposer(renderer); renderer.setSize(window.innerWidth, window.innerHeight); composer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); composer.setSize(window.innerWidth, window.innerHeight); } window.addEventListener('resize', onWindowResize, false); var cubeGroup = new THREE.Group(); scene.add(cubeGroup); function makeRing(radius, parent) { var geometry = new THREE.CylinderGeometry(radius, radius, 0.1, 64); var edges = new THREE.EdgesGeometry(geometry); var line = new THREE.LineSegments(edges, new THREE.LineBasicMaterial({ color: 0x11ee77 })); parent.add(line); return line; }; var ring0 = makeRing(3, scene); var ring1 = makeRing(3.3, ring0); var ring2 = makeRing(3.6, ring1); (function () { var geometry = new THREE.OctahedronGeometry(2, 3); var material = new THREE.MeshPhongMaterial({ color: 0x444444, opacity: 0.8, transparent: true }); var cube = new THREE.Mesh(geometry, material); cubeGroup.add(cube); var edges = new THREE.EdgesGeometry(geometry); var line = new THREE.LineSegments(edges, new THREE.LineBasicMaterial({ color: 0x1188dd })); line.scale.set(1.1, 1.1, 1.1); cubeGroup.add(line); })(); var cylinder = function () { var geometry = new THREE.CylinderGeometry(8, 8, 1000, 3); const edges = new THREE.EdgesGeometry(geometry); const cylinder = new THREE.LineSegments(edges, new THREE.LineBasicMaterial({ color: 0x444444 })); cylinder.rotation.set(Math.PI / 2, 0, 0); scene.add(cylinder); return cylinder; }(); var light = new THREE.DirectionalLight(0xFFFFFF, 1); scene.add(light); camera.position.z = 8; var renderScene = new THREE.RenderPass(scene, camera); var glitchPass = new THREE.GlitchPass(); var bloomPass = new THREE.UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 3, 1, 0.4); var copyShader = new THREE.ShaderPass(THREE.CopyShader); copyShader.renderToScreen = true; composer.addPass(renderScene); composer.addPass(glitchPass); composer.addPass(bloomPass); composer.addPass(copyShader); function render() { cubeGroup.rotation.x += 0.01; cubeGroup.rotation.y += 0.03; ring0.rotation.x += 0.011; ring0.rotation.y += 0.032; ring1.rotation.z += 0.013; ring1.rotation.y += 0.034; ring2.rotation.x += 0.015; ring2.rotation.y += 0.036; cylinder.rotation.y += 0.002; cylinder.rotation.x -= 0.001; cylinder.rotation.z += 0.003; requestAnimationFrame(render); composer.render(); } render(); } // Everything here down was pulled from ThreeJS Examples under postprocessing and shaders. /** * @author alteredq / http://alteredqualia.com/ * * Full-screen textured quad shader */ THREE.CopyShader = { uniforms: { "tDiffuse": { value: null }, "opacity": { value: 1.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}"]. join("\n"), fragmentShader: [ "uniform float opacity;", "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "void main() {", "vec4 texel = texture2D( tDiffuse, vUv );", "gl_FragColor = opacity * texel;", "}"]. join("\n") }; /** * @author felixturner / http://airtight.cc/ * * RGB Shift Shader * Shifts red and blue channels from center in opposite directions * Ported from http://kriss.cx/tom/2009/05/rgb-shift/ * by Tom Butterworth / http://kriss.cx/tom/ * * amount: shift distance (1 is width of input) * angle: shift angle in radians */ THREE.DigitalGlitch = { uniforms: { "tDiffuse": { value: null }, //diffuse texture "tDisp": { value: null }, //displacement texture for digital glitch squares "byp": { value: 0 }, //apply the glitch ? "amount": { value: 0.08 }, "angle": { value: 0.02 }, "seed": { value: 0.02 }, "seed_x": { value: 0.02 }, //-1,1 "seed_y": { value: 0.02 }, //-1,1 "distortion_x": { value: 0.5 }, "distortion_y": { value: 0.6 }, "col_s": { value: 0.05 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}"]. join("\n"), fragmentShader: [ "uniform int byp;", //should we apply the glitch ? "uniform sampler2D tDiffuse;", "uniform sampler2D tDisp;", "uniform float amount;", "uniform float angle;", "uniform float seed;", "uniform float seed_x;", "uniform float seed_y;", "uniform float distortion_x;", "uniform float distortion_y;", "uniform float col_s;", "varying vec2 vUv;", "float rand(vec2 co){", "return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);", "}", "void main() {", "if(byp<1) {", "vec2 p = vUv;", "float xs = floor(gl_FragCoord.x / 0.5);", "float ys = floor(gl_FragCoord.y / 0.5);", //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch "vec4 normal = texture2D (tDisp, p*seed*seed);", "if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {", "if(seed_x>0.){", "p.y = 1. - (p.y + distortion_y);", "}", "else {", "p.y = distortion_y;", "}", "}", "if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {", "if(seed_y>0.){", "p.x=distortion_x;", "}", "else {", "p.x = 1. - (p.x + distortion_x);", "}", "}", "p.x+=normal.x*seed_x*(seed/5.);", "p.y+=normal.y*seed_y*(seed/5.);", //base from RGB shift shader "vec2 offset = amount * vec2( cos(angle), sin(angle));", "vec4 cr = texture2D(tDiffuse, p + offset);", "vec4 cga = texture2D(tDiffuse, p);", "vec4 cb = texture2D(tDiffuse, p - offset);", "gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);", //add noise "vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);", "gl_FragColor = gl_FragColor+ snow;", "}", "else {", "gl_FragColor=texture2D (tDiffuse, vUv);", "}", "}"]. join("\n") }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.EffectComposer = function (renderer, renderTarget) { this.renderer = renderer; if (renderTarget === undefined) { var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false }; var size = renderer.getSize(); renderTarget = new THREE.WebGLRenderTarget(size.width, size.height, parameters); renderTarget.texture.name = 'EffectComposer.rt1'; } this.renderTarget1 = renderTarget; this.renderTarget2 = renderTarget.clone(); this.renderTarget2.texture.name = 'EffectComposer.rt2'; this.writeBuffer = this.renderTarget1; this.readBuffer = this.renderTarget2; this.passes = []; // dependencies if (THREE.CopyShader === undefined) { console.error('THREE.EffectComposer relies on THREE.CopyShader'); } if (THREE.ShaderPass === undefined) { console.error('THREE.EffectComposer relies on THREE.ShaderPass'); } this.copyPass = new THREE.ShaderPass(THREE.CopyShader); }; Object.assign(THREE.EffectComposer.prototype, { swapBuffers: function () { var tmp = this.readBuffer; this.readBuffer = this.writeBuffer; this.writeBuffer = tmp; }, addPass: function (pass) { this.passes.push(pass); var size = this.renderer.getSize(); pass.setSize(size.width, size.height); }, insertPass: function (pass, index) { this.passes.splice(index, 0, pass); }, render: function (delta) { var maskActive = false; var pass,i,il = this.passes.length; for (i = 0; i < il; i++) { pass = this.passes[i]; if (pass.enabled === false) continue; pass.render(this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive); if (pass.needsSwap) { if (maskActive) { var context = this.renderer.context; context.stencilFunc(context.NOTEQUAL, 1, 0xffffffff); this.copyPass.render(this.renderer, this.writeBuffer, this.readBuffer, delta); context.stencilFunc(context.EQUAL, 1, 0xffffffff); } this.swapBuffers(); } if (THREE.MaskPass !== undefined) { if (pass instanceof THREE.MaskPass) { maskActive = true; } else if (pass instanceof THREE.ClearMaskPass) { maskActive = false; } } } }, reset: function (renderTarget) { if (renderTarget === undefined) { var size = this.renderer.getSize(); renderTarget = this.renderTarget1.clone(); renderTarget.setSize(size.width, size.height); } this.renderTarget1.dispose(); this.renderTarget2.dispose(); this.renderTarget1 = renderTarget; this.renderTarget2 = renderTarget.clone(); this.writeBuffer = this.renderTarget1; this.readBuffer = this.renderTarget2; }, setSize: function (width, height) { this.renderTarget1.setSize(width, height); this.renderTarget2.setSize(width, height); for (var i = 0; i < this.passes.length; i++) { this.passes[i].setSize(width, height); } } }); THREE.Pass = function () { // if set to true, the pass is processed by the composer this.enabled = true; // if set to true, the pass indicates to swap read and write buffer after rendering this.needsSwap = true; // if set to true, the pass clears its buffer before rendering this.clear = false; // if set to true, the result of the pass is rendered to screen this.renderToScreen = false; }; Object.assign(THREE.Pass.prototype, { setSize: function (width, height) {}, render: function (renderer, writeBuffer, readBuffer, delta, maskActive) { console.error('THREE.Pass: .render() must be implemented in derived pass.'); } }); /** * @author alteredq / http://alteredqualia.com/ */ THREE.RenderPass = function (scene, camera, overrideMaterial, clearColor, clearAlpha) { THREE.Pass.call(this); this.scene = scene; this.camera = camera; this.overrideMaterial = overrideMaterial; this.clearColor = clearColor; this.clearAlpha = clearAlpha !== undefined ? clearAlpha : 0; this.clear = true; this.clearDepth = false; this.needsSwap = false; }; THREE.RenderPass.prototype = Object.assign(Object.create(THREE.Pass.prototype), { constructor: THREE.RenderPass, render: function (renderer, writeBuffer, readBuffer, delta, maskActive) { var oldAutoClear = renderer.autoClear; renderer.autoClear = false; this.scene.overrideMate.........完整代码请登录后点击上方下载按钮下载查看
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